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想做遊戲但不知從哪開始,Unity能幫你什麼

Unity 軟體圖示 Unity 2019.3.14 資料更新 2020-05-20 閱讀約 7 分鐘

你大概有過這種時刻:玩了某款遊戲之後,心裡冒出「這我也做得出來」的念頭,於是打開電腦想找一套能開發遊戲的軟體。結果搜尋到的東西不是太專業看不懂,就是下載下來不知道從哪裡開始,連要建一個角色、讓它動起來都找不到按鈕。你只是想先做一個簡單的小遊戲試試看,卻卡在第一步。

如果從程式語言開始學,光是理解變數、迴圈、物件導向就要花上好幾個月,還沒碰到遊戲畫面就先放棄了。就算找到現成的遊戲範例,也常常因為版本不對、缺少素材、不知道怎麼修改而卡住。這類遊戲開發工具的切入點,是把「寫程式」和「做遊戲」之間的距離縮短——用視覺化的編輯器排列場景、拖曳物件、設定參數,需要寫程式的部分再補上程式碼,同時提供大量現成素材和教學資源,讓你能夠從一個小原型開始,逐步做出完整的遊戲。

Unity 操作介面
Unity 的操作介面

01Unity能做什麼類型的遊戲?

官方說明指出它同時支援2D和3D開發,包含AI尋路工具、UI系統、物理引擎(Box2D和NVIDIA PhysX)、動畫工具、後製特效等,可以製作各種類型的遊戲。官方也提到可以用於VR、AR、手機、桌機、網頁、電視等多種平台。具體想做什麼類型的遊戲,可以參考官方教學和Asset Store的資源。

02它支援哪些平台發布?

官方說明提到可以發布到25個以上平台,包括手機(iOS、Android)、桌機(Windows、Mac)、遊戲主機、電視、VR、AR和網頁。它的跨平台功能可以「build once and deploy to the largest range」,也就是一次建置就能發布到多個平台。但具體支援哪些平台,建議到官方網站確認最新清單。

03免費版有什麼限制?

官方說明提到「Unity 6 Personal - Free Plan」是免費版本,但資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。超過這個門檻就需要付費方案。免費版包含核心開發平台功能,但可能缺少某些進階功能,建議到官方網站查看免費版與付費版的詳細比較。

Unity 介面畫面 2
Unity 介面畫面

04Asset Store是什麼?

sset Store是Unity的資源商店,官方說明提到裡面有「thousands of quality, ready-made assets」,包括資源、工具、擴充功能等,可以加速專案開發。你可以購買或下載免費的素材、外掛、教學資源等。它同時也是社群分享知識的地方,對初學者來說是很好的學習資源。

05Unity Hub是做什麼的?

官方說明提到Unity Hub是用來管理多個Unity Editor安裝、建立新專案、存取你的工作的工具。也就是說,你可以用Unity Hub來安裝不同版本的Unity、切換專案、管理編輯器。它算是Unity開發流程的入口,建議先安裝Unity Hub再開始使用。

06完全沒寫過程式的人適合用嗎?

官方說明提到「beginners, students and hobbyists」是目標使用者之一,而且有「tons of tutorials and ready-made assets」可以引導學習。但Unity本身是專業遊戲引擎,需要學習程式語言(C#)和遊戲開發概念。如果完全沒寫過程式,建議先從官方教學和簡單的2D專案開始,逐步學習。

Unity 介面畫面 3
Unity 介面畫面

07獨立開發者適合嗎?

官方說明提到「independent developers and studios」是主要使用者,而且免費版就是為了獨立開發者設計的(收入低於20萬美元)。官方也提到「democratizing ecosystem smashes the time and cost barriers」,意思是降低開發時間和成本門檻。如果你是自己一個人或小團隊開發,Unity的資源和社群應該能提供足夠支援。

08學生或業餘愛好者適合嗎?

官方說明提到「beginners, students and hobbyists」是目標使用者,而且有大量教學資源和免費版可以使用。學生可以用免費版學習遊戲開發,業餘愛好者也可以用它來做自己喜歡的專案。但要注意免費版的收入限制,如果未來你的遊戲開始賺錢且超過20萬美元,就需要升級付費方案。

09不會英文的人用這套軟體會很吃力嗎?

這套軟體的介面語系是英文,官方說明也是英文,所以不會英文的話確實會比較吃力。但Unity有龐大的中文社群和教學資源,網路上有許多中文教學影片和文章。建議可以先從中文教學開始學習,同時慢慢熟悉英文介面。如果完全無法接受英文介面,可能需要考慮其他有中文介面的遊戲引擎。

Unity 介面畫面 4
Unity 介面畫面

10我公司收入超過20萬美元,還能用免費版嗎?

根據官方說明,免費版的資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。如果你的公司收入超過這個門檻,就不能使用免費版,需要購買付費方案。建議到Unity官方網站查看最新的授權方案和價格。

11我的電腦還是Windows 7,能用嗎?

官方支援系統包含Windows 7 64位元,所以如果你的電腦是Windows 7 64位元,應該可以安裝使用。但要注意,Windows 7已經停止支援,Unity後續版本可能不再支援Windows 7。建議確認你使用的Unity版本是否支援Windows 7,並考慮升級作業系統以獲得更好的相容性和安全性。

12我只想做簡單的2D小遊戲,用這套軟體會不會太複雜?

Unity支援2D開發,官方說明提到「The app supports both 2D and 3D development with features and functionality for your specific needs across genres」,所以2D遊戲是沒問題的。但Unity本身是專業引擎,功能很多,學習曲線可能比專門的2D遊戲工具(如GameMaker)陡峭。如果你只想做非常簡單的2D遊戲,可以先從Unity的2D教學開始,評估自己是否能接受它的複雜度。

下載與官方連結

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UnityDownloadAssistant-2019.3.14f1.exe · 296.96 KB · 連結指向軟體原廠

版本紀錄

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這一版改了什麼

What's new in this version:

Fixes:
2D: (com.unity.2d.animation) Fixed bone name field in weight slider does not display bone name
2D: (com.unity.2d.animation) Fixed SpriteResolver's Inspector not updated when GameObject is disabled
2D: (com.unity.2d.psdimporter) Fix crash on importing huge PSD files
2D: (com.unity.2d.psdimporter) Fix error when importing PSB files with 32-bit color
2D: (com.unity.2d.psdimporter) Fix metafile not updated when reimporting
2D: (com.unity.2d.psdimporter) Fix PSD import issues with PSD file without unique layer id
Asset Pipeline: Fixed issue where searching did find asset, when mono script class was renamed (either class name or namespace). Only fixed for asset database v2.
Asset Pipeline: Fixed issue with current revision removed in initial script refresh
Asset Pipeline: Fixes issue with sprite renaming and the UI not reloading to show the renaming
Asset Pipeline: Optimized Project Browser in Two Column mode when a change happens to the AssetDatabase (added/removed/updated assets)
Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline
CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html
Core: Graphics Reduced CPU spikes on mobile platforms in SkinMeshRenderer when GPU skinning is disabled
Editor: Fixed rare crash when closing down the editor or player showing (StackAllocatorPool::ClearMainThreadFallback) in the stack trace
Editor: Fixed the Dropdown null exception issue in Playmode
Editor: Optimize usage of player connection when transfering test results
Editor: Removed HideFlags.DontSaveInEditor or HideFlags.DontSaveInBuild restriction on Scene Visibility
Editor: The dll and project level of the tree view should now correctly show the results when running tests in a player
Graphics: Fixed 'task.rasterData.vertexBuffer == NULL' errors when using a Particle Syste
Graphics: Closing the dialogue box instead of pressing a button now no longer discards the changes restart the editor when switching graphics API
Graphics: Fix a race condition when using Dynamic Batching and Graphics Jobs together
Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set
Graphics: Fixed issue with Hash128.u64_1 returning an invalid value
Graphics: Fixed issue with transparent backfaces rendered in HDRP even when not requested
Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly
Graphics: For StreamConnect, do not allow stream creation with Primary strea
Graphics: Higher precision compressed normals for GPU lightmapper
iOS: Launch Images are no longer supported, as per new Apple guideline
iOS: Stop .pdb files being added to non development XCode builds
macOS: Fixed DllNotFoundException: libMonoPosixHelper.dylib in Mac Standalone buil
Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry UR
Physics: Ensure that passing NULL to "Physics2D.GetIgnoreCollision()" issues an ArgumentNullException and not crash
Physics: Fix an issue where using huge numbers of vertex or paths in a PolygonCollider2D, EdgeCollider2D or CompositeCollider2D would cause a stack overflow
Profiler: Corrects errors when switching between connected player and editor due to unfinished profiler frame being processed
Profiler: Fixed 'Current Frame' button looking interactable when it's not
Profiler: Fixed alignment of sorting arrow being different on Overview vs Show Calls
Profiler: Fixed GPU Profiler Module Warning icon tool-tip not appearing
Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy
Profiler: Fixed networking charts drawing out of bounds
Profiler: Fixed View Type Dropdown of the CPU Module disappearing when switching to Hierarchy View without data to display
Scripting: Remove overwritten ReferenceOutputAssembly from project reference for Visual Studio project generatio
- Security: Fixed UNET vulnerabilities
- Serialization: Fix complex values in map when writing json
- Serialization: Fix error message when error is found during load of serialized asset
- UI: Fix issue with Scrollbar::ClickRepeat that was using the same PointEventData over multiple frames
- Version Control: Fix Checkout() APIs for non-asset-database-aware files
- Version Control: Fix context menu for Assets folder in Project window
- Version Control: Fixed EditorSceneManager.SaveScene API in some cases overwriting files that are read-only (e.g. remote exclusive checkout in Perforce)
- Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time
- XR: Fix bug where XR will stop functioning after any new packages are installed or scripts are modified
- XR: Fixes a perf issue when using vulkan and xr sdk. results in a perf gain of ~4 ms on the GPU
- XR: Update XR Management verified package to 3.2.10

Changes:
- Mobile: Adaptive Performance - Fix Analytics system error with unloaded subsystem.
- Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 has a different behaviour when setting frequency levels and warning level 2 (throttling) is reached and you are always in control of the CPU/GPU level.
- Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 uses a wider range of temperature levels and maximum temperature level is changed to level 10.

Improvements:
- 2D: ((com.unity.2d.animation) Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector
- 2D: (com.unity.2d.animation) Improved deformation performance when Collection and Burst package is installed
- 2D: (com.unity.2d.psdimporter) Improve PSD file import performance
- 2D: (com.unity.2d.spriteshape) Added warning when a valid SpriteShape profile is not set
- Editor: Allow Hash128 parsing to be done in a managed thread
- Mobile: Update verified package Adaptive Performance and Samsung provider to 1.1.6
- Profiler: Hierarchy and Timeline view no longer display frame data while profiling unless "Live" toggle is pressed, reducing the Editor Overhead while profiling Edit or Play Mode.
- Shaders: UNITY_OLD_PREPROCESSOR macro is now defined for all shader stages except for ray tracing